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The
Book of Eldritch Might III: The Nexus Preview
By
Monte Cook
Illustration by Kieran Yanner
Book
of Eldritch Might III: The Nexus describes seven
unique and magical locales for you to add to your campaign
-- along with all their associated characters, spells, feats,
powers, and magic items. To give you a taste of one of these
locales, here is a small passage from Chapter Six: The Tomb
of Frozen Dreams.
Deep
within frozen glaciers lies a series of ice caves long inhabited
by a reclusive sect of arcanists called the Hedrudal. These
sorcerers and wizards have sequestered themselves in order
to study magic more fully and expand the range of their
capabilities for wielding its power. They have also tapped
into the natural essence of ice and found a way to freeze
dreams within its chilled soul....
The
spells of the Tomb of Frozen Dreams are quite varied. They
were all developed by the Hedrudal, however, and thus they
show a real mastery of arcane magic. Here is a sampling
of four of their spells. (Now updated
to v. 3.5, from The Complete
Book of Eldritch MightEd.)
Compelling
Question
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You
ask another creature a single, simple question that can
be answered with a single word. On the creature's next turn,
as a free action, it answers you as truthfully as possible.
The DM is free to assign modifiers to the saving throw based
on how important the target considers the answer. Asking
someone whether she is the king's murderer, for example,
involves a closely guarded secret and may earn a trained
assassin a +4 competence bonus to the save.
Comrade's
Immunity
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One willing creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You
render a creature immune to the effects of your spells,
so that each time you cast a spell at the target or while
she remains in the area of effect, it is as if you failed
a spell resistance check to affect her. Thus, spells that
do not allow spell resistance can still affect her. The
target must be willing and you must state her name as part
of the spell.
Wizards
frequently use this spell on their fighter allies, allowing
them to hurl fireballs and similar spells with impunity,
knowing that they will not harm their friends. Since you
know your spell cannot harm your friend, you may make a
ranged attack with a spell at a foe engaged in melee with
your comrade without suffering the normal -4 penalty for
firing into melee.
Material
Component: A scrap of parchment with your comrade's
name on it
Play
the Fool
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: Standard action
Range: Touch
Target: One creature/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The
target fools someone who cast a spell upon her -- if she
makes her saving throw, the caster instead believes she
failed it. Thus, she could convince an opposing spellcaster
attempting to charm her that the spell succeeded,
or that an answer she gives to a compelling question
is the truth when it is a lie.
Material
Component: A short stick with a bell on the end
Slay
Illusion
Illusion
Level: Sor/Wiz 4
Components: V, S
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Effect: One illusory creature
Duration: 1 round/level (D)
Saving Throw: Will negates (if interacted with)
Spell Resistance: None
You
create an illusion of a horrible creature of Large size
that you choose (or design). The illusion has both visual
and audible components. This illusion moves at a speed of
40 to the nearest illusion within range, detecting it without
possibility of error. Your illusion can charge and double
move, but not run, and its movement requires no action on
your part.
As soon
as it reaches the other illusion, it destroys it in a visual
display of illusory obliteration. The remnants of the destroyed
illusion fade. The next round, your illusion moves again
to the nearest illusion within range and does the same thing,
continuing the attacks until the spell ends. If there are
no illusions within range, the illusory creature disappears
in a blast of illusory fire.
For
example, say you cast this spell near an illusion of a dragon.
You make your illusionary creature a troll. The "troll"
moves to the illusion of the dragon and tears it apart,
the bloody dragon bits fading after a moment. The next round,
the "troll" moves across the room to an illusory
wall (which you did not even know was an illusion) and
destroys it, ripping the rocks and mortar apart. The rocks
and mortar fade, and, with no other illusions within range,
the "troll" disappears.
Like
all illusions, interaction with the illusory creature allows
other characters a saving throw, although their belief or
disbelief in the illusion has no effect on its ability to
seek out and destroy other illusions.
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